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Web Development Articles: Web Design Tools Review:
Flash Templates Categories Custom Flash Maps Flash Map | Interactive Map
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How to Make Google Static Maps Interactive The Google Maps API is great, but for some things it's overkill. Enter Google's static maps, which are also great, but for some applications they might not be enough.One solution is to use the static maps and then add a bit of panache. Let's take a typical example where we take a location and in our data find 10 places close to that location. Using static maps we create an URL that has markers for our points and we might set the zoom level using the handy Span attribute.
Unfortunately we cannot interact with the map: if markers overlay each other we cannot tell which is where, we need to provide a key for the markers as they have no tool-tips or events.
The static maps use a Mercator projection; you can read about the maths here which is probably more than most people want to know. Let¡¦s look at the useful bits for us: Getting the x-position Longitude has a nice simple equation x = y - yo What does this mean for us? Well if we have a map 200 pixels wide and we know the map's centre point and the length in pixels of a degree is 2.84 pixels then - say a point 3o to the west (left) is 8.533 pixels left of our centre.
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The world being 360o in the round, at zoom level 3 a degree would be 1024/360 = 2.84 (or 1024/2pi if we want to work in radians). Phew! Feel like we're getting somewhere? Now we can correctly position a div from the edge of our static image. Getting the y-position Latitude is a little harder to calculate. From our page of maths we'll take y = ln( (1+sinO)/(1-sinO)) / 2 (I use this one as it uses basic calculator functions) If we take our centre then plug its latitude (in radians) into our equation (replace that O after each sin) and multiply by the size of a radian calculation we did for Longitude, then we get where on our virtual map of the world the centre is. Since it is the centre we know it's at 128px on a map that¡¦s 256px wide. Now when we plug in the latitudes of our markers we get their y co-ordinates on our virtual map and we can place them on the window onto that world because we know its centre on both the virtual map and our window: Subtract our centre's virtual y pixel value from our markers virtual y pixel - As if by magic it will give you the value to offset from our images centre. Something¡¦s missing here... Now the observant among us will have noticed a bit of skating around some problems. We've been using the zoom value but we were hoping to use that nice Span attribute to give us our static map... Also, if instead of having a centre point we want the map to centre on the middle of a set of marker points then though the longitude of the centre will just be (maxLongitude+minLongitude)/2. The centre latitude, however, needs us to do some inverting on our y-position function. Lets start by handling a set of points. We can easily loop over them to find the max and min latitudes and longitudes of the set. Getting the centre y = ln( (1+sinO)/(1-sinO)) / 2 Add the results together and divide by 2 - then invert the function, which is Math.Atan(Math.Sinh( RESULT )) - where RESULT is (ln((1+sin(radians(maxLatitude))/(1-radians(maxLatitude))) / 2 + ln((1+sin(radians(minLatitude))/(1-radians(minLatitude)))) /2 We'll have been working in radians so multiply this result by 180.00 / Math.PI to get the centre Latitude in degrees. Calculate the zoom level log base2 of (180o / longitudeSpano) That all required that the longitude was the span we were interested in... Now - if we look at a square map on a page, the central x-axis span does not equal the y-axis span (except at the equator) - Longitude is greater. This means that even if the longitude span is greater than the latitude span, if we set our zoom by longitude all our points' latitude values do not necessarily fit inside our returned map. Luckily, there is a consistent relationship between these spans that depends on latitude - as we get nearer to the equator our latitude spans get closer and closer to our longitude spans (on our handy square map), and by dividing our latitude span by the cos of the centre latitude we'll get the value of our longitude span. This means we can use the zoom level calculation above - using max( longitude span , adjusted latitude span ) as our value. As if that all wasn't enough, the old problem crops up: that the map only fits the world perfectly at zoom level 0 if it is 256 pixels wide. To account for this before we take our log, divide by 256 and multiply by the width of the map in pixels (at 256pixels wide we get back to where we started). Well that about wraps it up! As promised, it is possible, maybe even advisable to ignore my convoluted explanation and just use some pre-prepared code snippets instead! MAP_SIZE = 256; private double atanh(double rad) { return Math.Log(((1 + rad) / (1 - rad)), Math.E) / 2; } private double getZoom(double span) { double zoom = (180.00/span) * (MAP_SIZE/256.00); zoom = Math.Log(zoom, 2); return Math.Floor(zoom); } yourReturnType createDivs(double m_maxLatitude, double m_minLatitude, double m_maxLongitude , double m_minLongitude, List m_markerIList){ /** * find our centre - we can reuse some of these variable later */ double atanhsinO = atanh(Math.Sin(m_maxLatitude * Math.PI / 180.00)); double atanhsinD = atanh(Math.Sin(m_minLatitude * Math.PI / 180.00)); double atanhCentre = (atanhsinD + atanhsinO) / 2; double radianOfCentreLatitude = Math.Atan(Math.Sinh(atanhCentre)); double centreLatitude = radianOfCentreLatitude * 180.00 / Math.PI; //turn it to degrees double centreLongitude = (m_maxLongitude + m_minLongitude) / 2; // zoom is decided by the max span of longitude and an adjusted latitude span // the relationship between the latitude span and the longitude span is /cos double latitudeSpan = m_maxLatitude - m_minLatitude; latitudeSpan = latitudeSpan / Math.Cos(radianOfCentreLatitude); double longitudeSpan = m_maxLongitude - m_minLongitude; double zoom = getZoom(Math.Max(longitudeSpan, latitudeSpan)) + 1; /** * create the x,y co-ordinates for the centre as they would appear on a map of the earth */ double power = Math.Pow(2.00, zoom); double realWidth = 256.00 * power; // ** result 1 - pixel size of a degree ** double oneDegree = realWidth / 360.00; double radianLength = realWidth / (2.00 * Math.PI); // ** result 2 ** the centre on our virtual map double centreY = radianLength * atanhCentre; /** * now we go though the providers creating the x,y's and adjusting them to the virtual frame of our * map using our centreX,Y values */ for (IEnumerator enumerator = m_markerIList.GetEnumerator(); enumerator.MoveNext(); ) // for(Iterator { DataRow markerDetails= (DataRow)(enumerator.Current); // LaitutudeLongitude markerDetails = latitudeLongitudeIterator.next(); for java heads, you get the idea double currentLatitude = double.Parse(markerDetails["Lat"].ToString()); double currentLongitude = double.Parse(markerDetails["Lng"].ToString()); double pixelLongitude = (currentLongitude - centreLongitude) * oneDegree; double pixelLatitudeRadians = currentLatitude * Math.PI / 180.00; double localAtanh = atanh(Math.Sin(pixelLatitudeRadians)); double realPixelLatitude = radianLength * localAtanh; double pixelLatitude = centreY - realPixelLatitude; // convert from our virtual map to the displayed portion pixelLongitude = pixelLongitude + (MAP_SIZE/2); pixelLatitude = pixelLatitude + (MAP_SIZE/2); int roleOverX = (int)(Math.Floor(pixelLongitude)) ; int roleOverY = (int)(Math.Floor(pixelLatitude)); // now create whatever div you want with the given roleOverX and roleOverY so they overlay the map // add them to a List or just concatenate a string in this loop and then return . e.g - String roleOverDiv = " returnString += roleOverDiv } return returnString; //if using the example above } Enjoy. |
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